This is a knightly order of the kingdom, which does not require its members to of noble line, just noble attitude. Each member must be knighted for duty to kingdom or be of knightly rank (or greater) by birth. The order was formed by the Queen of the Rose, Queen Isa, hence the name. The order’s primary duty is as The Queen’s Guard.
In the land of Aviontix there are ruins. A lot of ruins. There are many sand buried cities, king’s tombs (They were a very religious people, focused upon their leaving to the afterlife), and huge statuary. However, Aviontix was a kingdom so long ago, that everything has been looted. (Figure there has been a whole historical epoch or two since then) There might be a hidden tomb or something somewhere in the lands, but it is unlikely. This does not stop people from selling maps to them all the time.
They were a very religious people, focused upon their leaving to the afterlife. They associated magical spirits/ gods with birds. It is difficult to determine if this was metaphorical or actual.
Aviontix is designed to be an "ancient kingdon" to be inserted into a game world as history. However, you can make it a current game world, if you want.
This Legendary Item, originally called The Staff of the Elderly Magi, was created by Corvus. It has gone by many names since the voop. For the last few centuries it has been known as The Grand Staff of the Black Dragon Magi, a device that once nearly destroyed the world.
This is a listing of every minor race write up and ideas to someday be expanded into full lifeform write ups.
Game environments are not built with a ruler and some tape, they are built with imagination and an understanding of what is needed to make the game environment. If you take the time to learn about what you will need to do before you being the process, it will make for better results in less time with less work.
Wheatsword has the reputation of being the dullest city in the world. It is surrounded by miles of flat farmland. The buildings are big, square, and boring. The streets are well paved. It looks like someone in the Military designed the city. And they did. It is the largest military establishment in the world.
Dalme is one of the various travelling Tinkers plying their trade in the villages along the back roads. One can hear his cart from a arrow shot away, clanking and clinking, his wares: pans, pots, utensils, plow shares, cow bells, and other metal bits, banging against the side of his cart. The rest of his goods are kept inside his house cart (mugs, plates, fabric, ribbon, and other things) along with his anvil and fire bellows. He tells news, shares jokes, and does a bit of trading. He is everything a tinker is expected to be…. and unfortunately much more.
An island of stone above the valley, the Manor Home D’Marsarac sits upon a green promotory above the farming valley below. From this island in the sky (an illusion created by the thick morning fog) various noble families have administered to this fertile valley for centuries.
In the great town plaza the magnificent edifice of the Basilica of Kestidel has stood for many generations. This elaborate gothic structure is the hub of power of the clergy. It has been a bastion of faith for the surrounding lands. Not only have the spiritual affairs of the populace been governed here but also it is a centre of the community that has proved resolute in time of crisis, whether through war, pestilence or famine. In the myriad of crypts beneath its sanctified grounds lie interred many thousands of bones of the dead, as these crypts are the place of burial for the worshipers.
The Ellis of Kestidel is the main building to register as a citizen of Kestidel. It is located outside of the city and thus must have its own defenses.
Below the white spumes of the wind blown sea, in the inky depths of the oceans vast domain, lie fantastic cities and civilizations undreamt of by surface dwellers. While most think tales of such are legends, the sea faring folk know better.
In the Great Blue Bay, there is a deep undersea drop canyon that leads to a great aquatic plain. Both surface dwellers and sea dwellers utilize the great aquatic forrest and harvest its bounty. Here the Lands of Men meet the Kingdom of the Deep. The place that they meet is called Neptune’s Court.
The Road… traverses Time—Time past, Time to come, Time that could have been, and Time that might yet be. Some people have the ability to access the Road and travel it from Time to Time and world to world.
These are artifacts of an earlier age. The Wells are symbols of a great power, that of the Eternal Flame, now lost to Humanity.
Or is it?
It is only the size of a thumb, but when this spakling stone burns with an inner fire, the destiny of holder changes.
Simonous has a sardonic wit which often escapes out of his mouth at the wrong times. Given all the touchy nobles and honor bound knights in the Three Districts, this could be a lethal problem given that dueling is legal. This twitchy unassuming young noble would appear no physical threat. Yet in reality he is one of the most dangerous duelist in the Three Districts.
The Magenta Rose. A keystone item, its presence defines history. It is a rosebush, an Elven construct, a living reminder, which signifies the relationship between two kingdoms at odds.
She is a spitfire of the Court. She is smart, sassy, and well versed. She fights for female (and other beings) rights at the court. She works hard to promote “smart” planning in the court. She may advance the cause of rationality and women’s rights, but she will set fashion back a few decades.
This small centrally located country town appears to be another sleepy hamlet deep in the farm country. The buildings are idyllic. The farmers appear to be more properous than most. Everything appears perfect. There is a secret here that even people in the know would not suspect.
A group of humans living in a mountainous area have spent generations mining, drinking home made liquor, and generally not spreading the gene pool around enough. The end result is a sub-race of humans who no longer have necks, rather their heads protrude from the upper portion of the torso between the shoulders. They have beards, and lacking the ability to turn their heads, can only see what they are directly facing. They are simple and to the point, and direct to the point of bluntness.